Markelius Posted April 26, 2015 Share Posted April 26, 2015 So, I'm trying to write a modulemanager patch to create a duplicate of the Vernor Engine that's in the propulsion category and acts like an engine rather than an RCS thruster. I got as far as replacing it's rcsthruster module block with one written as if it were any other engine in the propulsion category.My problem is, I've written what appears in my eyes to be a patch that should work, and yet ingame it does not appear in staging when placed, and cannot be activated and used by any means.Here's my patch:// Creates a duplicate of the Vernor engine and adds it to the propulsion category.// vernorEngine (stock)+PART[vernierEngine] { @name = vernierEngineRocket @title = Vernor Engine MicroMotor @category = Propulsion @description = A VR-N1ER Engine, refitted as a microthruster for small craft instead of an LFO burning linear RCS port. It doesn't have much thrust, but it can be placed in a lot of places other microthrusters can't. EFFECTS, 0{ running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = thrustTransform emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } }} !MODULE[ModuleRCS] {} MODULE[ModuleEnginesFX], 1 { thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12 heatProduction = 0 fxOffset = 0, 0, 1.6 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 260 key = 1 140 } } MODULE, 2{ name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1}MODULE, 3{ name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True}}I'm pretty new to writing modulemanager patches (and modding KSP in general), so I'm not sure what I need to do to make this work. I read through the documentation on github but I don't understand what I've done wrong. Can anyone point out my mistakes so I can fix them and hopefully not make them again? Many thanks in advance. :3 Link to comment Share on other sites More sharing options...
Mecripp Posted April 26, 2015 Share Posted April 26, 2015 (edited) Give this a Shot if it don't work will start a test install and play with it // Creates a duplicate of the Vernor engine and adds it to the propulsion category.// vernorEngine (stock)+PART[vernierEngine] { @name = vernierEngineRocket @title = Vernor Engine MicroMotor @category = Propulsion @description = A VR-N1ER Engine, refitted as a microthruster for small craft instead of an LFO burning linear RCS port. It doesn't have much thrust, but it can be placed in a lot of places other microthrusters can't.EFFECTS{ running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.8 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny_Z transformName = RCSthruster emission = 0.0 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } }} !MODULE[ModuleRCS] {} MODULE { name = ModuleEnginesFX thrustVectorTransformName = RCSthruster exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12 heatProduction = 0 fxOffset = 0, 0, 1.6 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 260 key = 1 140 } }MODULE{ name = ModuleGimbal gimbalTransformName = RCSthruster gimbalRange = 1}MODULE{ name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = True useEvent = True}}EDIT- Forgot to change to thrusterTransformName = RCSthruster has to stay the same updated. Edited April 26, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2015 Author Share Posted April 26, 2015 Still not working, the fuel gauges show up and so do the parts in staging, but, despite making noise when throttling up, the rockets create no thrust and no particles are rendered. Link to comment Share on other sites More sharing options...
Mecripp Posted April 26, 2015 Share Posted April 26, 2015 Sorry forgot to change the thrusterTransformName = RCSthruster Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2015 Author Share Posted April 26, 2015 Same problem as before, the engines make noise and burn fuel but create no thrust and no particles. Link to comment Share on other sites More sharing options...
NathanKell Posted April 26, 2015 Share Posted April 26, 2015 RCS thruster transforms use a different 'thrust axis' than engines do. Who knows why, they do. That means your 'thrust axis' is probably pointing inside the model, and thus not providing any thrust (since it's inside a collider). Link to comment Share on other sites More sharing options...
Mecripp Posted April 26, 2015 Share Posted April 26, 2015 This what you want ? Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2015 Author Share Posted April 26, 2015 This what you want ?[snip]No, In that picture, the particles should be going in every direction pushing the thrusters into the ship. I want the thrust to come out the opposite direction of the circular black hole on the thruster. Link to comment Share on other sites More sharing options...
NathanKell Posted April 26, 2015 Share Posted April 26, 2015 Markelius: and I just explained you can't do that with that model. RCS uses Y and engines use Z. You will need to add a new thrust transform to the model, oriented correctly for engine use, to get the thrust to come out of the hole. Link to comment Share on other sites More sharing options...
Markelius Posted April 26, 2015 Author Share Posted April 26, 2015 And here I thought this would be a simple little mod. Link to comment Share on other sites More sharing options...
NecroBones Posted May 29, 2015 Share Posted May 29, 2015 Sorry to jump in on this a month late (I was googling for something else, and came across this).One idea is that you can create an additional "model" in unity with the correct thrust vectors, and no visible meshes, and use the "MODEL {}" syntax for the part to load both the old model and your "model of thrust vectors". As long as the new thrust vector transforms are named differently, you can reference those in the engine settings and it might work.It's kinda like part welding, except here you're just adding the new thrust vectors you need. Link to comment Share on other sites More sharing options...
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